Ballimals is a work in progress physics-based fighting game where your only source of movement is some form of a "Grappling Gun" or jump, be it a chicken's tongue or an elephant's trunk. It features a similar system to Super Smash Bros, where you have to knock other players off the screen. However there are no "percentage-health" system yet, and I probably won't add something like that either. All aspects of the game is currently made by me, and even though I might believe it is amazing I desperately need someone else to take a look at it and give me some feedback. Therefore, I would appreciate it if you could take a look at the screenshots, try the concept/movement demo and potentially check out my devlog.
The game currently features three playable characters, three playable levels, a character select and a level select. All of the character's share the same basic moves, but have one unique special attack.
Character select
Level select
Level 1 displaying the elephant performing his special attack: Elphquake.
Level 2 displaying the pig performing his special attack: Megafart or something... Also, the egg is the chickens special attack and can eggsplode.
Level 3 displaying the pig swinging by his snot.
Download the concept/movement demo here.
You can also listen to some of the music I have composed so far. I am fairly new to composing would love to hear what you think. You can find it on my devlog.
Any and all feedback is extremely appreciated.
Thanks for reading!
Edit: You will need a controller to play the demo.

Some alternatives:
http://www.piskelapp.com/ (Free)
http://pyxeledit.com/ (Free beta)
https://www.aseprite.org/ (Free trial)
https://www.gimp.org/ (Free)
The first three are made specifically for pixels, while Gimp is a great allround image editing and drawing software.
Hope it helps!

//Rotating the car
var currentRotSpeed : float;
if(reverse){
currentRotSpeed = rb.velocity.magnitude * rotSpeed;
}else{
currentRotSpeed = rb.velocity.magnitude * -rotSpeed;
}
rb.AddTorque(Input.GetAxis("Horizontal" + controller) * currentRotSpeed);
//Wheel Rotation
wheel[0].localEulerAngles.z = wheel[1].localEulerAngles.z = Input.GetAxis("Horizontal" + controller) * -20;
I made a 2D car game about a year ago where I did something similar to what you might want. In the above code-snippet I show you how I rotate the car based on the rigidbody's velocity and turn the wheels accordingly.